Files
itgmania212121/stepmania/src/ScreenOptions.cpp
T
2002-10-31 03:25:35 +00:00

604 lines
17 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "GameState.h"
#define ICONS_X( p ) THEME->GetMetricF("ScreenOptions",ssprintf("IconsP%dX",p+1))
#define ARROWS_X THEME->GetMetricF("ScreenOptions","ArrowsX")
#define LABELS_X THEME->GetMetricF("ScreenOptions","LabelsX")
#define LABELS_ZOOM THEME->GetMetricF("ScreenOptions","LabelsZoom")
#define LABELS_H_ALIGN THEME->GetMetricI("ScreenOptions","LabelsHAlign")
#define ITEMS_ZOOM THEME->GetMetricF("ScreenOptions","ItemsZoom")
#define ITEMS_START_X THEME->GetMetricF("ScreenOptions","ItemsStartX")
#define ITEMS_GAP_X THEME->GetMetricF("ScreenOptions","ItemsGapX")
#define ITEMS_START_Y THEME->GetMetricF("ScreenOptions","ItemsStartY")
#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
#define EXPLANATION_X THEME->GetMetricF("ScreenOptions","ExplanationX")
#define EXPLANATION_Y THEME->GetMetricF("ScreenOptions","ExplanationY")
#define EXPLANATION_ZOOM THEME->GetMetricF("ScreenOptions","ExplanationZoom")
#define HELP_TEXT THEME->GetMetric("ScreenOptions","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenOptions","TimerSeconds")
#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
const ScreenMessage SM_PlaySample = ScreenMessage(SM_User-4);
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User-5);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User-6);
const ScreenMessage SM_TweenOffScreen = ScreenMessage(SM_User-7);
ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sPagePath, CString sTopEdgePath )
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
m_SoundChangeCol.Load( THEME->GetPathTo("Sounds","option change col") );
m_SoundNextRow.Load( THEME->GetPathTo("Sounds","option next row") );
m_SoundPrevRow.Load( THEME->GetPathTo("Sounds","option prev row") );
m_SoundStart.Load( THEME->GetPathTo("Sounds","menu start") );
m_Menu.Load(
sBackgroundPath,
sTopEdgePath,
HELP_TEXT, false, true, TIMER_SECONDS
);
this->AddChild( &m_Menu );
// add everything to m_framePage so we can animate everything at once
this->AddChild( &m_framePage );
m_sprPage.Load( sPagePath );
m_sprPage.SetXY( CENTER_X, CENTER_Y );
m_framePage.AddChild( &m_sprPage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_iCurrentRow[p] = 0;
for( int l=0; l<MAX_OPTION_LINES; l++ )
m_iSelectedOption[p][l] = 0;
}
m_Menu.TweenOnScreenFromBlack( SM_None );
m_Wipe.OpenWipingRight(SM_None);
this->AddChild( &m_Wipe );
m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN );
m_framePage.SetTweenX( 0 );
ZeroMemory(&m_OptionDim, sizeof(m_OptionDim));
}
void ScreenOptions::Init( InputMode im, OptionRowData OptionRowData[], int iNumOptionLines, bool bUseIcons )
{
LOG->Trace( "ScreenOptions::Set()" );
m_InputMode = im;
m_OptionRowData = OptionRowData;
m_iNumOptionRows = iNumOptionLines;
m_bUseIcons = bUseIcons;
this->ImportOptions();
if( m_InputMode == INPUTMODE_BOTH )
{
for( int l=0; l<MAX_OPTION_LINES; l++ )
m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
}
// init highlights and underlines
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
for( int l=0; l<m_iNumOptionRows; l++ )
{
m_Underline[p][l].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &m_Underline[p][l] );
m_OptionIcons[p][l].Load( (PlayerNumber)p, "", false );
m_framePage.AddChild( &m_OptionIcons[p][l] );
}
m_Highlight[p].Load( (PlayerNumber)p, false );
m_framePage.AddChild( &m_Highlight[p] );
}
// init text
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
{
m_framePage.AddChild( &m_sprLineArrows[i] );
m_framePage.AddChild( &m_textOptionLineTitles[i] );
for( unsigned j=0; j<m_OptionRowData[i].iNumOptions; j++ )
m_framePage.AddChild( &m_textOptions[i][j] ); // this array has to be big enough to hold all of the options
}
// TRICKY: Add one more item. This will be "EXIT"
m_framePage.AddChild( &m_textOptions[i][0] );
// add explanation here so it appears on top
m_textExplanation.LoadFromFont( THEME->GetPathTo("Fonts","option explanation") );
m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
m_textExplanation.SetZoom( EXPLANATION_ZOOM );
m_textExplanation.SetShadowLength( 2 );
m_framePage.AddChild( &m_textExplanation );
InitOptionsText();
PositionUnderlines();
PositionIcons();
RefreshIcons();
PositionCursors();
UpdateEnabledDisabled();
OnChange();
}
ScreenOptions::~ScreenOptions()
{
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
}
void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
{
int iOptionInRow = m_iSelectedOption[pn][iRow];
BitmapText &option = m_textOptions[iRow][iOptionInRow];
iWidthOut = int(roundf( option.GetWidestLineWidthInSourcePixels() * option.GetZoomX() ));
iXOut = int(roundf( option.GetX() ));
iYOut = int(roundf( option.GetY() ));
}
void ScreenOptions::InitOptionsText()
{
const float fLineGap = ITEMS_SPACING_Y - max(0, (m_iNumOptionRows-10)*2);
// init m_textOptions from optionLines
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
{
OptionRowData &optline = m_OptionRowData[i];
float fY = ITEMS_START_Y + fLineGap*i;
BitmapText &title = m_textOptionLineTitles[i];
title.LoadFromFont( THEME->GetPathTo("Fonts","option title") );
CString sText = optline.szTitle;
// Chris: To make a line break, use '\n'
// sText.Replace( " ", "\n" );
// /* A bit of a hack: menus can put ^ to indicate a non-breaking space. This
// * can go away if tihs gets smarter. (FOr example, there's no reason to break
// * "how to play" into three lines. */
// sText.Replace( "^", " " );
title.SetText( sText );
title.SetXY( LABELS_X, fY );
title.SetZoom( LABELS_ZOOM );
title.SetHorizAlign( (Actor::HorizAlign)LABELS_H_ALIGN );
title.SetVertAlign( Actor::align_middle );
title.TurnShadowOff();
Sprite &arrow = m_sprLineArrows[i];
arrow.Load( THEME->GetPathTo("Graphics","options arrow") );
arrow.SetXY( ARROWS_X, fY );
// init all text in this line and count the width of the line
float fX = ITEMS_START_X; // indent 70 pixels
for( unsigned j=0; j<optline.iNumOptions; j++ ) // for each option on this line
{
BitmapText &option = m_textOptions[i][j];
option.LoadFromFont( THEME->GetPathTo("Fonts","option item") );
option.SetText( optline.szOptionsText[j] );
option.SetZoom( ITEMS_ZOOM );
option.SetShadowLength( 2 );
// set the XY position of each item in the line
float fItemWidth = option.GetWidestLineWidthInSourcePixels() * option.GetZoomX();
fX += fItemWidth/2;
option.SetXY( fX, fY );
fX += fItemWidth/2 + ITEMS_GAP_X;
}
}
BitmapText &option = m_textOptions[i][0];
option.LoadFromFont( THEME->GetPathTo("Fonts","option item") );
option.SetText( "EXIT" );
option.SetZoom( ITEMS_ZOOM );
option.SetShadowLength( 2 );
float fY = ITEMS_START_Y + fLineGap*i;
option.SetXY( CENTER_X, fY );
}
void ScreenOptions::DimOption(int line, int option, bool dim)
{
if(m_OptionDim[line][option] == dim)
return;
m_OptionDim[line][option] = dim;
m_textOptions[line][option].StopTweening();
m_textOptions[line][option].BeginTweening(.250);
if(m_OptionDim[line][option])
m_textOptions[line][option].SetTweenDiffuse( RageColor(.5,.5,.5,1) );
else
m_textOptions[line][option].SetTweenDiffuse( RageColor(1,1,1,1) );
/* Don't know if I like this ...-glenn
m_textOptionLineTitles[line].BeginTweening(.250);
if(RowCompletelyDimmed(line))
m_textOptionLineTitles[line].SetTweenZoom( 0.6f );
else
m_textOptionLineTitles[line].SetTweenZoom( 0.7f );
*/
}
bool ScreenOptions::RowCompletelyDimmed(int line) const
{
for(unsigned i = 0; i < m_OptionRowData[line].iNumOptions; ++i)
if(!m_OptionDim[line][i]) return false;
return true;
}
void ScreenOptions::PositionUnderlines()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
{
// Quad &underline = m_OptionUnderline[p][i];
OptionsCursor &underline = m_Underline[p][i];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
underline.SetBarWidth( iWidth );
underline.SetXY( (float)iX, (float)iY );
}
}
}
void ScreenOptions::PositionIcons()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
{
OptionIcon &icon = m_OptionIcons[p][i];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
icon.SetXY( ICONS_X(p), (float)iY );
}
}
}
void ScreenOptions::RefreshIcons()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
{
OptionIcon &icon = m_OptionIcons[p][i];
int iSelection = m_iSelectedOption[p][i];
CString sSelection = m_OptionRowData[i].szOptionsText[iSelection];
if( sSelection == "ON" )
sSelection = m_OptionRowData[i].szTitle;
icon.Load( (PlayerNumber)p, m_bUseIcons ? sSelection : "", false );
}
}
}
void ScreenOptions::PositionCursors()
{
// Set the position of the highlight showing the current option the user is changing.
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
int i=m_iCurrentRow[p];
OptionsCursor &highlight = m_Highlight[p];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
}
}
void ScreenOptions::TweenCursor( PlayerNumber player_no )
{
// Set the position of the highlight showing the current option the user is changing.
int iCurRow = m_iCurrentRow[player_no];
OptionsCursor &highlight = m_Highlight[player_no];
int iWidth, iX, iY;
GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
highlight.StopTweening();
highlight.BeginTweening( 0.2f );
highlight.TweenBarWidth( iWidth );
highlight.SetTweenXY( (float)iX, (float)iY );
}
void ScreenOptions::UpdateEnabledDisabled()
{
RageColor colorSelected = COLOR_SELECTED;
RageColor colorNotSelected = COLOR_NOT_SELECTED;
// init text
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
{
bool bThisRowIsSelected = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] == i )
bThisRowIsSelected = true;
m_sprLineArrows[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
m_textOptionLineTitles[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
for( unsigned j=0; j<m_OptionRowData[i].iNumOptions; j++ )
m_textOptions[i][j].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
}
bool bThisRowIsSelectedByBoth = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] != i )
bThisRowIsSelectedByBoth = false;
m_textOptions[i][0].SetDiffuse( bThisRowIsSelectedByBoth ? colorNotSelected : colorSelected );
if( bThisRowIsSelectedByBoth )
m_textOptions[i][0].SetEffectCamelion( 2.5, colorSelected, colorNotSelected );
else
m_textOptions[i][0].SetEffectNone();
}
void ScreenOptions::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
}
void ScreenOptions::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_Wipe.IsClosing() )
return;
// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
this->SendScreenMessage( SM_TweenOffScreen, 0 );
break;
case SM_GoToPrevScreen:
this->ExportOptions();
this->GoToPrevState();
break;
case SM_GoToNextScreen:
this->ExportOptions();
this->GoToNextState();
break;
case SM_TweenOffScreen:
m_Menu.TweenOffScreenToBlack( SM_None, false );
m_SoundStart.Play();
m_Wipe.CloseWipingRight( SM_GoToNextScreen );
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END );
m_framePage.SetTweenX( SCREEN_RIGHT );
break;
}
}
void ScreenOptions::OnChange()
{
PositionUnderlines();
RefreshIcons();
UpdateEnabledDisabled();
int iCurRow = m_iCurrentRow[PLAYER_1];
if( iCurRow < m_iNumOptionRows )
m_textExplanation.SetText( m_OptionRowData[iCurRow].szExplanation );
else
m_textExplanation.SetText( "" );
}
void ScreenOptions::MenuBack( PlayerNumber pn )
{
Screen::MenuBack( pn );
m_Menu.TweenOffScreenToBlack( SM_None, true );
m_Wipe.CloseWipingLeft( SM_GoToPrevScreen );
}
void ScreenOptions::MenuStart( PlayerNumber pn )
{
if( PREFSMAN->m_bArcadeOptionsNavigation )
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] != m_iNumOptionRows )
bAllOnExit = false;
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
MenuDown( pn ); // can't go down any more
else if( bAllOnExit )
this->SendScreenMessage( SM_TweenOffScreen, 0 );
}
else // !m_bArcadeOptionsNavigation
{
this->SendScreenMessage( SM_TweenOffScreen, 0 );
}
}
void ScreenOptions::MenuLeft( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
int iCurRow = m_iCurrentRow[p];
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
return; // don't allow a move
const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]-1+iNumOptions) % iNumOptions;
// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
// let me know and I'll fix it.
// do {
// new_opt--;
// } while(new_opt >= 0 && m_OptionDim[iCurRow][new_opt]);
//
// if( new_opt < 0 ) // can't go left any more
// return;
//
// m_iSelectedOption[p][iCurRow] = new_opt;
TweenCursor( (PlayerNumber)p );
}
m_SoundChangeCol.Play();
OnChange();
}
void ScreenOptions::MenuRight( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
int iCurRow = m_iCurrentRow[p];
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
return; // don't allow a move
const int iNumOptions = m_OptionRowData[iCurRow].iNumOptions;
m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]+1) % iNumOptions;
// Chris: I commented this out because it made wrapping a pain. Is it used anyway? If so, please
// let me know and I'll fix it.
// int new_opt = m_iSelectedOption[p][iCurRow];
// do {
// new_opt++;
// } while(new_opt < m_OptionRowData[iCurRow].iNumOptions &&
// m_OptionDim[iCurRow][new_opt]);
//
// if( new_opt == m_OptionRowData[iCurRow].iNumOptions ) // can't go right any more
// return;
//
// m_iSelectedOption[p][iCurRow] = new_opt;
TweenCursor( (PlayerNumber)p );
}
m_SoundChangeCol.Play();
OnChange();
}
void ScreenOptions::MenuUp( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
if( m_iCurrentRow[p] == 0 ) // on first row
return; // can't go up any more
m_iCurrentRow[p]--;
// Chris: Will add back in later
// /* Find the prev row with any un-dimmed entries. */
// int new_row = m_iCurrentRow[p];
// do {
/// if(--new_row < 0)
// new_row = m_iNumOptionRows-1; // wrap around
// if(!RowCompletelyDimmed(new_row)) break;
// } while(new_row != m_iCurrentRow[p]);
// m_iCurrentRow[p] = new_row;
TweenCursor( (PlayerNumber)p );
}
m_SoundPrevRow.Play();
OnChange();
}
void ScreenOptions::MenuDown( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
if( m_iCurrentRow[p] == m_iNumOptionRows ) // on exit
return; // can't go down any more
m_iCurrentRow[p]++;
// Chris: Commented this out, but will add back in later.
// /* Find the next row with any un-dimmed entries. */
// int new_row = m_iCurrentRow[p];
// do {
// if( ++new_row == m_iNumOptionRows )
// new_row = 0; // wrap around
// if(!RowCompletelyDimmed(new_row)) break;
// } while(new_row != m_iCurrentRow[p]);
// m_iCurrentRow[p] = new_row;
TweenCursor( (PlayerNumber)p );
}
m_SoundNextRow.Play();
OnChange();
}